bool Log(const char *szMessage) { if (!Application.AssertMainThread()) return false; if (iDisableLog) return true; // security if (!szMessage) return false; #ifndef NOAULDEBUG // Pass on to debugger if (C4AulDebug *pDebug = C4AulDebug::GetDebugger()) pDebug->OnLog(szMessage); #endif // Pass on to console Console.Out(szMessage); // pass on to lobby C4GameLobby::MainDlg *pLobby = ::Network.GetLobby(); if (pLobby) pLobby->OnLog(szMessage); // Add message to log buffer bool fNotifyMsgBoard = false; if (::GraphicsSystem.MessageBoard) { ::GraphicsSystem.MessageBoard->AddLog(szMessage); fNotifyMsgBoard = true; } // log LogSilent(szMessage, true); // Notify message board if (fNotifyMsgBoard) ::GraphicsSystem.MessageBoard->LogNotify(); return true; }
bool Log(const char *szMessage) { if (!Application.AssertMainThread()) return false; if (iDisableLog) return true; // security if (!szMessage) return false; // Pass on to console Console.Out(szMessage); // pass on to lobby C4GameLobby::MainDlg *pLobby = Game.Network.GetLobby(); if (pLobby && Game.pGUI) pLobby->OnLog(szMessage); // Add message to log buffer bool fNotifyMsgBoard = false; if (Game.GraphicsSystem.MessageBoard.Active) { Game.GraphicsSystem.MessageBoard.AddLog(szMessage); fNotifyMsgBoard = true; } // log LogSilent(szMessage, true); // Notify message board if (fNotifyMsgBoard) Game.GraphicsSystem.MessageBoard.LogNotify(); return true; }